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Author Topic: Doom maps in DoomRL  (Read 19040 times)

Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #15 on: January 08, 2009, 09:25 »

It's E2M9, look it up on the Doom Wiki :)
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Re: Doom maps in DoomRL
« Reply #16 on: January 08, 2009, 10:03 »

I can't see the image, the site doesn't allow direct links to it...

For me it does. Anyway, here are all maps from DooM and DooM 2.
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myuzinn

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Re: Doom maps in DoomRL
« Reply #17 on: January 08, 2009, 10:53 »

Still needs to be a bit smaller for DoomRL. DoomRL is 78 by 20, including the mandatory border walls.
Yeh I realised that shortly after posting. Resizing E1M1 from 78x45 to 78x20 was frustrating, but I finally managed it. I've updated my prior post with the new images.

Is there any technical reason why DoomRL uses 80x25 mode instead of something higher like 80x50? Just curious.
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MaiZure

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Re: Doom maps in DoomRL
« Reply #18 on: January 08, 2009, 13:51 »

Is there any technical reason why DoomRL uses 80x25 mode instead of something higher like 80x50? Just curious.

Just that 80x25 has been the data terminal display standard for decades. Most ASCII RLs use it. The technical reasons probably fall under 'ease-of-use' in terms of compilers, libraries, etc.

Edit: Plus, those charcaters look awfully tiny and warped at 80x50!
« Last Edit: January 08, 2009, 13:53 by MaiZure »
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myuzinn

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Re: Doom maps in DoomRL
« Reply #19 on: January 09, 2009, 03:01 »

Plus, those charcaters look awfully tiny and warped at 80x50!
The warping is a result of using fonts with characters taller than they are wide. DoomRL uses the 8x12 Terminal font I believe.

I've updated my post again with a coloured screenshot of the 80x50 version using a 8x8 font, as well as a revised 80x25 (78x20) version that has better scaling.
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myuzinn

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Re: Doom maps in DoomRL
« Reply #20 on: January 11, 2009, 00:31 »

There were some requested maps earlier, so I did some of them. Couldn't be bothered with D2M31 though, because it's gigantic and boring.

Doom 1 E2M9
"Fortress of Mystery"


!!!!!!!!!!!!!###!!!!!!!!!!!!!!!!!!!#########!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!           ##.##                  #O.....O#                                 !
!      ######.}.######             #...|...#                                 !
!     ##..##.....##..##            #..~....#                                 !
!    ##}...#.....#...}##           #..~+...#                                 !
!    #..B..##...##..B..#           #..~....#                                 !
! ####.....###.###.....#############..~|...##############                    !
!##..##...............##..##O.........~...O.......O##K#>#                    !
##....####....@....####....#..........~~~~~~~~~~~..##?#?###                  !
#.^...........[............+.|..+..|..~^~..|..+..|.+&...?K#                  !
##....####.........####....#..~~~~~~~~~~~..........#?######                  !
!##..##...............##..##O...........~.O.......O#K#                       !
! ####.....###.###.....#############...|~..###########                       !
!    #..B..##...##..B..#           #....~..#                                 !
!    ##^...#.....#...}##           #...+~..#                                 !
!     ##..##.....##..##            #....~..#                                 !
!      ######./.######             #...|...#                                 !
!           ##.##                  #O.....O#                                 !
!            ###                   #########                                 !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Doom 2 Map32
"Grosse"


!!!!!!!!!!!!!!!!!!!!###################################!!!!!!!!!!!!!!!!!!!!!!!
!                   #h.h..............................#                      !
!                   #.h...............................#                      !
!                   #h..###h..###h..###h..###h..###h..#                      !
!         ###########...#}#h..#|#h..#}#h..#|#h..#}#h..#                      !
!         #.............###...###...###...###...###...#         ###    ##### !
#####     #...........................................# ###     #.#  ###...###
#|.|#######...........................................###.#######.####...,...#
#+.+.....|#..................................................#.......#..,k,..#
#..@.^.}..+..................................................+.C.....+.,k#k,.#
#+.+.....|#..................................................#.......#..,k,..#
#|.|#######...........................................###.#######.####...,...#
#####     #...........................................# ###     #.#  ###...###
!         #.............###...###...###...###...###...#         ###    ##### !
!         ###########...#^#h..#|#h..#^#h..#|#h..#}#h..#                      !
!                   #h..###h..###h..###h..###h..###h..#                      !
!                   #.h...............................#                      !
!                   #h.h..............................#                      !
!                   ###################################                      !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I tried to have them as close to their originals as possible, given the constraints.

Had to cut out the top and bottom secret rooms in Grosse though, so I plonked some of the items into the start room, and some into previously empty pillars. By having them in these pillars, one has to be very careful in using rockets to blow the outer wall, but not the goodies inside. Would probably have to aim rockets at the level's perimeter wall and use the blast's splash to achieve that.

You could otherwise hide them in the top/bottom left/right corners of the map if you wanted to, like those hidden segments in chained court.

There's some decorative lights, pillars, corpses, etc that I haven't put in.

I coloured the nazi troops dark red because I figure they're fairly close mechanically to captains. And dark blue on black is horrendous on my eyes.
« Last Edit: January 11, 2009, 01:12 by myuzinn »
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Blade

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Re: Doom maps in DoomRL
« Reply #21 on: January 11, 2009, 06:43 »

Cool! I like this 2!
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ParaSait

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Re: Doom maps in DoomRL
« Reply #22 on: January 11, 2009, 07:01 »

Hehe, you included the Commander Keens too =P
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Skynet 2.0

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Re: Doom maps in DoomRL
« Reply #23 on: January 19, 2009, 19:59 »

Doom E1M8: Phobos Anomaly



!!!!!!!!!!!!!!!!!!!!#######################################################!!!
!    ######       #########...............................................#  !
!    #....#      ##..{|..##...............................................#  !
!    #.@..#      #c..||..c#.........c==============c......................#  !
!    #....#      #c......c#.......c==================c....................#  !
!    ##++##      ##......##......=============####=====...................#  !
!   ##....##      ##....###......=======......#..#=====...................#  !
!  ##..00..##      ##..## #.....=======.......+B.#======..................#  !
! ##.0c==c0.#########..################.......####======........#######...####
! #.0c====c0......+..^...+............+.......==========............**#...#*.#
! #.0c====c0......+...[..+............+.......==========............**#...#^>#
! ##.0c==c0.#########..################.......####======........#######...####
!  ##..00..##      ##..## #.....=======.......+B.#======..................#  !
!   ##....##      ##....###......=======......#..#=====...................#  !
!    #++.^#      ##......##......=============####=====...................#  !
!    ######      #c......c#.......c==================c....................#  !
!                #c..||..c#.........c==============c......................#  !
!                ##..{|..##...............................................#  !
!                 #########...............................................#  !
!!!!!!!!!!!!!!!!!!!!#######################################################!!!


The teleporters all have the * as their destination, and all walls are indestructible. It would appear around level 7-8, so the two Barons of Hell would be challenging but not too difficult. On ITYTD and HNTR, the Barons of Hell would be replaced with Hell Knights, and the demons around the Hell Knights, as well as the ones near the weapons, would be replaced with Lost Souls. After all the enemies are dead, the reward would appear in the empty space surrounding the Barons of Hell. The liquid surrounding them would most likely be pools of blood.
« Last Edit: January 19, 2009, 20:25 by Skynet 2.0 »
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FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #24 on: January 20, 2009, 14:13 »

Okay, I don't know if the 'contest' for a special level is still going, or whether it's original levels or remakes of actual Doom levels that are intended, but I decided to try my hand at making a more original (but still not fully original) level for this 'contest'.

The level is derived from one in an FPS called 'Rise of the Triad'.  In the original game the level was called 'Dead in Two Seconds' (it probably refers to what happens if you don't immediately hurry in the starting room - they put 12 Triad Enforcers, probably the toughest normal enemy in the game, in front of you) and was actually not in the normal progression of the game - you could only access the level with a warping cheat.  I don't have a good alternate name for the level for this version - but let's see if the level is viable first.

When would this level show up?  I'm thinking somewhere in the lower levels - specifically, I was thinking of this as being a possible alternate for the Lava Pits (meaning either this OR Lava Pits shows up).

Code: [Select]
##############################################################################
##%%%%########################################################################
##%9%%####.............b######################################################
##%%%%##.#.#.#.#.#####+############a.8...a####################################
##%%%%##.#..4....####...###############.###.............######################
########......4..####...#########a.88.......###########.######################
######.....4...4.####...#################.#####..8d####.######################
#####...#############...########d..7............####.........1################
#####.###############...#########.7.....#######.###.........1..##b#####b.d####
#####.##########........3.......####+#####b.c##.###........1..2.#.....6.ab####
#####.........##....3...........+......+..6a.##.##..............+.#####c..####
#############.##.3.....1........##.###.###b.b##.##....^..@..2.1.##############
######........##...........3..#################.#.......}.....2..#############
######+#########..3..3..1.....#################.......||.....1.2..############
###bae.bde###########...########################............2....#############
###edb.ecb############+##########################...........1.1.##############
######+##############..e#########################.............################
#####...############b.6.b#########################..........##################
#####.5>#############beb#############################.....####################
##############################################################################

Key
@: Player start position.
}: A rocket launcher.
|: Rockets.
^: Invulnerability Globe.
1: Hell Knight (ITYTD, HNTR, HMP) or Baron of Hell (UV, N!)
2: Hell Knight (ITYTD, HNTR), Baron of Hell (HMP, UV), or Revenant (N!)
3: Former Captain (ITYTD), Hell Knight (HNTR), or Arachnotron (HMP, UV, N!)
4: Cacodemon (ITYTD, HNTR) or Revenant (HMP, UV, N!)
5: Revenant (ITYTD, HNTR) or Mancubus (HMP, UV, N!)
6: Cacodemon (ITYTD) or Pain Elemental (HNTR, HMP, UV, N!)
7: Former Captain (ITYTD, HNTR) or Former Commando (HMP, UV, N!)
8: Lost Soul (ITYTD), Demon (HNTR), Former Captain (HMP, UV) or Former Commando (N!)
9: Revenant (ITYTD), Mancubus (HNTR), or Arch-Vile (HMP, UV, N!).
a: Weapons.  Haven't determined exactly what yet, although I was intending on 'random'.
b: Ammo or powerups.  Haven't determined exactly what yet, although I was intending on 'random'.
c: Armor or boots.  Haven't determined exactly what yet, although I was intending on 'random'.
d: Mods.  Haven't determined exactly what yet, although I was intending on 'random'.
e: Items (medpacks, envirosuits, that sort of thing).  Haven't determined exactly what yet, although I was intending on 'random'.
+: Doors, of course.
%: Corpses.  Probably a mixture of imp and hell knight corpses with one or two barons or revenants mixed in somewhere.
>: The exit.

Other Notes:
-A lot of hallway compression went into making that map the right size, vertically speaking.  I was able to actually keep most of the horizontal layout.
-The original map only had any enemies in the big starting room and the upper-left room.  For this to qualify as something you'd see in the Phobos Hell region I felt compelled to add more enemies, and I'm extremely concerned that I went overboard.
-The bottom-center room was actually not enterable in the original.  I thought it better to let the player go in there.
-All the walls in the original were fiery walls that burnt the player if they were touched.  As of right now, I'm still tinkering with the possibility of a 1-square ring of lava around most of the rooms to mimic this effect, but I've been working on this map (layout, spawns, and everything) for over 4 straight hours and I need a break.  Will take suggestions in this regard (note that I hope to avoid the possibility of the player charging over any lava to take shortcuts, but if I have to do that, fine).
-All walls are indestructible, except for the ones around the room with '9' in it.  I know I didn't use '!' to represent the edges of the map like some people did, but I thought the edge of the map showed up as something closer in the actual game to what I did here anyhow.
-I tempted the idea of putting a BFG9000 in a place that could only be reached safely with an envirosuit pack, but decided that I'd done enough to this map as it is.
-The map was intended to be quite difficult, at minimum on par with Lava Pits.  Maybe even more difficult.  The first room was specifically designed to be a 'gimme' if you're thinking fast enough (it even has an invulnerability powerup much like the original level - the ammo wasn't there though) - it's the later rooms that are going to be hard on a player.
-I consider the map layout mostly okay for a conversion to DoomRL except for one thing - the corner room with '9' in it (that room was not in the original map, and may want some tweaking).  It's the monster and item spawns that I really need help with.  I'm concerned that (1) I don't strike the right balance between authenticity to the original level and DoomRL playability, and (2) I may have made the level too difficult with all those enemies.
-The reward is what's on the map already, really.  Anything you manage to pry out of there is yours to keep.
-I do have a blank version of both this modified map variant and of the original level's map in ASCII if it's necessary to change things even more.


If this is well received (but not before then, as I'm a sucky mapper and I know it), I may try converting an actual Doom level to DoomRL.  We'll see.
« Last Edit: January 21, 2009, 10:02 by FrostyTheDragon »
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skarczew

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Re: Doom maps in DoomRL
« Reply #25 on: January 23, 2009, 12:32 »

FrostyTheDragon:
Map looks nice - it would be nice to test it out in DoomRL.
Only thing I do not like is the room with "9".

As for rewards - it should depend on the type of game.
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FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #26 on: January 23, 2009, 13:01 »

FrostyTheDragon:
Map looks nice - it would be nice to test it out in DoomRL.
Only thing I do not like is the room with "9".

As for rewards - it should depend on the type of game.

Yeah, while I wanted the '9' to represent an arch-vile on higher difficulties, I didn't know the best spot to put him.  I thought putting him right in the room with '4' wasn't a great idea, and looking at it now, maybe I should have just thrown him and the corpses into the hallway before the exit.

This is what I get for trying to ad-lib here.  I still don't have a clue what to do with that part.


As far as rewards?  I still haven't really gotten there.  But I think that if any unique spawns on that map, it should be in the main stash (the room before the exit) far more often than in any other part of the map - and if a unique doesn't spawn, at least one of the weapons should be a yellow one, meaning fastload, extended, rapid, or simply advanced.  I'm against spawning a BFG9000 on this map as it is right now unless it's shown to be an extremely difficult map.

Maybe have a weapon or armor from Rise of the Triad show up as an artifact here?  I'm out of other ideas.
« Last Edit: January 23, 2009, 13:21 by FrostyTheDragon »
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skarczew

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Re: Doom maps in DoomRL
« Reply #27 on: January 24, 2009, 11:51 »

If you are on AoMr, spawn Trigun, Beretta or Jackal.
If you are on AoB, then Butchers Claw, more berserk packs, etc.

And so ... :) .
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #28 on: January 24, 2009, 12:09 »

I think the opposite :P
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Re: Doom maps in DoomRL
« Reply #29 on: January 24, 2009, 12:47 »

I think the opposite :P
* Mrazerty waits 'till nobody is around, then starts hitting Kornel with a bat *
=P
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